
In this instalment of the Starting Small series, we look at XNA (XNA is Not an Acronym) – a set of tools from Microsoft for developing games. The reasons this tutorial is focussing on XNA are simple: it is easy to use (when you know a bit about it), and it can be used to develop for Windows, Xbox and Windows 7 Phone. With the arrival of Xbox LIVE in South Africa, I’m sure that many developers will want to try their hand at developing for these platforms.


Welcome to the
This article originally appeared in Dev.Mag Issue 26, released in October 2008
In this, the final part of the series, we’ll cover the long-awaited subject of 3D models, as well as highlighting some of the possible problems you may have as you attempt your own 3D games.
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Introduction
Hello there boys and girls, and welcome to part 4 of the
We’ve covered 
For anyone who hasn’t been following, we’re currently looking at narrative structures and how it applies to gaming; but more importantly, we’re looking at every aspect of story telling, fleshing it out, and helping you along your way to compiling the best tale to push through the game you’ve worked so hard to code.
In Part 1, we learned how to set up a basic camera, and draw the 3D primitives that Game Maker provides functions for. If you took my advice and messed around on your own a bit, you’ll have noticed a few limitations to included scripts. For instance, how do you go about rotating primitives? There are no arguments for that in the functions. What if you want to scale primitives in interesting ways, beyond simply changing the size via the draw functions? Well, in this instalment, I’ll be answering these questions using a single concept – transformations.
